StargazingDog
Prince
Legacy points are also points for scoring.(Also what's the point of gaining legacy points in the third age, is it just to prepare for a 4th age down the line?)
Legacy points are also points for scoring.(Also what's the point of gaining legacy points in the third age, is it just to prepare for a 4th age down the line?)
I know what you mean about the terrain graphics. Then again, I still can't see CivVI hills about half of the time.Played 2 always war games at gov and sov as Napoleon Rome. Finished 1st in Exploration age and 2nd at start of Modern age. Always war rule was you had to declare on 1st meeting civ but penalty for surprise war is too great so I just drove relations to formal war level as quickly as possible and then never made peace. The AI war fighting was hit or miss. Once they surrounded and killed my commander, I got careless. They were a bit better fighting sometimes massing forces and doing some damage but by and large uncoordinated wandering around getting killed. Overall fun esp the commander promotions. I dont like the terrain graphics which probably just means I have to get used to in but it was a pain getting at some cities because I didnt see the cliffs. Love the reenforce function, hate the slow unit movement. City cap is a problem for this kind of game and burning too many cities is not viable as it is -1 war support with everyone forever.
I don't think Civ 7 is made for empire building nor for always war. I doubt the current batch of developers are interested in such play styles.
Well It was actually fun using the commanders but you are right that the penalty for warmongering or excessive expansion is too high. I had a 1 city per age memento boost in the 2nd game so was up to 22 cap in the modern age but this still isnt enough as some AI spam BS cities and you need to take them all to win. I have no idea what the happiness algo is though. I was rolling along with 15-20 happy in capitol and then 9 unhappy a few turns later while maintaining +war support and only like 1 over the cap. The terrain is all pretty bland with evenly distributed resources and there is room for tons of cities but you can't have them. I found the building gameplay to be tedious, every era you have to put up new buildings and in just the right way and reach some obscure goals. Military I understand, take cities win prizes.@mark, thanks for the sharing about always war. I don't think Civ 7 is made for empire building nor for always war. I doubt the current batch of developers are interested in such play styles.
I have not played but a combination of penalties for too many cities and negative war support if you raze cities make always war almost impossible or nothing that make always war attractive to me.The Settlement Cap in Civ VII is a very soft cap, but it is still a Cap: in my first game, being more enthusiastic than knowledgeable, I went to conquer one of my more obstreperous neighbors, and after taking all of his settlements found myself not just 1 or 2, but 5 settlements over the cap.
A - 25 Happiness deficit turned out to be a serious handicap and pretty nearly crippled me for the rest of the Antiquity Age and absolutely hammered me in the Crisis Period at the end of the Age
Lesson Learned: the game is NOT set up for the careers of Alexander the Great in Antiquity or Chingis Khan in Exploration!
You can. It cost you -1 war support in all wars for that age per settlemenr.Can you raze cities upon capture? Then they don't contribute to your city cap?
But what other bad effects happen if you raze a city?
That's a bit too much together. Some ideas could be implemented, but with all of them cultural victory will be unreachable. Also:Agreed. Natural History should be moved one tier later, and also Hegemony.
Additionally:
- only cities with a museum or university should be able to buy/produce an explorer. Limit explorers to one per museum/university.
- increase research time per continent to 5-8 turns (multiple explorers can research at the same time to sped it up).
- increase dig time to 5-8 turns (multiple explorers can research at the same time to sped it up).
- require open borders for explorers to dig in foreign territory.
- allow to attack explorers when at war.
- slightly increase the amount of artifacts on the map.
- tune down how many explorers the AI builds.
These were just some suggestions, and it may well be that they overshoot when all are taken together.That's a bit too much together. Some ideas could be implemented, but with all of them cultural victory will be unreachable. Also:
- I don't think Natural history should be moved up. Digging is the important part of the game
- Instead of moving Hegemony up, I'd make it having more prerequisites - currently it's on side branch and could be beelined
- Requiring open borders would make cultural victory impossible in multiplayer, allowing to attack explorers while in war potentially too. With Civ7 trying to be as good in MP as in SP, I don't think those changes make sense
- Tuning how many explorers AI build shouldn't be a separate change, it should follow other changes.
But overall I agree what cultural victory should be tweaked to require more investments and time, but it should still be reachable in both SP and MP.
What it all means is that a planned war has to include some non-military elements.I have not played but a combination of penalties for too many cities and negative war support if you raze cities make always war almost impossible or nothing that make always war attractive to me.
Also my thought. Bizarre to have only two ambient tracks per era. Makes it feel very stale, even if the music that is there is good.While I'm happy to see that Knorr and Rizzo are back on music duties (and I just want to say I really, REALLY loved their work in VI), I just wish there was more music here. Like CIV VII had a truly mindboggling amount of music, I think over 650 songs or so? But here, unlike VI where each Civ not only got an Ancient/Medieval/Industrial/Atomic theme, but also a number of ambient themes, in VII it seems like each civ just got one theme and that's it. Add in the fact that each era only has 2 ambient peace/war themes, and you have a soundtrack that's only like, what, 41 songs or so? As a result, I found that the music started to get repetitious very fast (this was especially noticeable in the Exploration Era with the "Char Der Seligen Geister" peace theme). I know the DLCs will gradually add more, but . . . after VI it seems like a bit of a setback.
I agree! After finishing antiquity in my third game, I think even with the small antiquity settlement limit, that the happiness and war support (for razing a settlement) are pretty well balanced. The production, gold, and influence needed to offset these exists, but creates a good opportunity cost for early expansion, while still allowing it to be rewarding.What it all means is that a planned war has to include some non-military elements.